本文整理汇总了C++中ois::Keyboard::isKeyDown方法的典型用法代码示例。如果您正苦于以下问题:C++ Keyboard::isKeyDown方法的具体用法?C++ Keyboard::isKeyDown怎么用?C++ Keyboard::isKeyDown使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类ois::Keyboard
的用法示例。
在下文中一共展示了Keyboard::isKeyDown方法的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: frameStarted
bool frameStarted(const Ogre::FrameEvent& evt){
_key->capture();
_mouse->capture();
float movSpeed = 500.0f;
if (_key->isKeyDown(OIS::KC_ESCAPE))
return false;
Ogre::Vector3 t(0,0,0);
if (_key->isKeyDown(OIS::KC_W))
t += Ogre::Vector3(0,0,-10);
if (_key->isKeyDown(OIS::KC_S))
t += Ogre::Vector3(0,0,10);
if (_key->isKeyDown(OIS::KC_A))
t += Ogre::Vector3(-10,0,0);
if (_key->isKeyDown(OIS::KC_D))
t += Ogre::Vector3(10,0,0);
_cam->moveRelative(t*evt.timeSinceLastFrame*movSpeed);
float rotX = _mouse->getMouseState().X.rel * evt.timeSinceLastFrame* -1;
float rotY = _mouse->getMouseState().Y.rel * evt.timeSinceLastFrame * -1;
_cam->yaw(Ogre::Radian(rotX));
_cam->pitch(Ogre::Radian(rotY));
return true;
}
示例2: OnUpdate
void SimplePlayerComponent::OnUpdate(double time_diff) {
OIS::Keyboard* k = InputManager::Get()->GetKeyboard();
if(mWASDEnabled || mArrowsEnabled) {
Ogre::Vector3 move(Ogre::Vector3::ZERO);
if((mWASDEnabled && k->isKeyDown(OIS::KC_W)) || (mArrowsEnabled && k->isKeyDown(OIS::KC_UP))) {
move.z -= 1.0;
}
if((mWASDEnabled && k->isKeyDown(OIS::KC_S)) || (mArrowsEnabled && k->isKeyDown(OIS::KC_DOWN))) {
move.z += 1.0;
}
if((mWASDEnabled && k->isKeyDown(OIS::KC_A)) || (mArrowsEnabled && k->isKeyDown(OIS::KC_LEFT))) {
move.x -= 1.0;
}
if((mWASDEnabled && k->isKeyDown(OIS::KC_D)) || (mArrowsEnabled && k->isKeyDown(OIS::KC_RIGHT))) {
move.x += 1.0;
}
if(move.length() > 0) {
move.normalise(); // do not move too fast :P
move = GetNode()->GetRotation() * move;
GetNode()->SetPosition(GetNode()->GetPosition() + move * time_diff * mMoveSpeed);
}
}
}
示例3: frameStarted
bool frameStarted(const Ogre::FrameEvent& evt)
{
if (mExit)
return false;
if (mWindow->isClosed())
return false;
mKeyboard->capture();
mMouse->capture();
if (mKeyboard->isKeyDown(OIS::KC_A) || mKeyboard->isKeyDown(OIS::KC_LEFT))
mCamera->moveRelative(Ogre::Vector3(-evt.timeSinceLastFrame*20, 0, 0));
if (mKeyboard->isKeyDown(OIS::KC_D) || mKeyboard->isKeyDown(OIS::KC_RIGHT))
mCamera->moveRelative(Ogre::Vector3(evt.timeSinceLastFrame*20, 0, 0));
if (mKeyboard->isKeyDown(OIS::KC_W) || mKeyboard->isKeyDown(OIS::KC_UP))
mCamera->moveRelative(Ogre::Vector3(0, 0, -evt.timeSinceLastFrame*20));
if (mKeyboard->isKeyDown(OIS::KC_S) || mKeyboard->isKeyDown(OIS::KC_DOWN))
mCamera->moveRelative(Ogre::Vector3(0, 0, evt.timeSinceLastFrame*20));
mGUI->injectFrameEntered(evt.timeSinceLastFrame);
return true;
}
示例4: processInputs
bool OgreARAppLogic::processInputs(Ogre::Real deltaTime)
{
OIS::Keyboard *keyboard = mApplication->getKeyboard();
if(keyboard->isKeyDown(OIS::KC_ESCAPE))
{
return false;
}
if(keyboard->isKeyDown(OIS::KC_SPACE))
{
pause = !pause;
}
return true;
}
示例5: NewImGuiFrame
void GUIManager::NewImGuiFrame(float dt)
{
// Update screen size
int left, top, width, height;
gEnv->mainCamera->getViewport()->getActualDimensions(left, top, width, height); // output params
// Read keyboard modifiers inputs
OIS::Keyboard* kb = App::GetInputEngine()->GetOisKeyboard();
bool ctrl = kb->isKeyDown(OIS::KC_LCONTROL);
bool shift = kb->isKeyDown(OIS::KC_LSHIFT);
bool alt = kb->isKeyDown(OIS::KC_LMENU);
// Call IMGUI
m_imgui.NewFrame(dt, static_cast<float>(width), static_cast<float>(height), ctrl, alt, shift);
}
示例6: handleInput
void PendulumTest::handleInput(opal::real elapsedRealTime,
const SimulationEngine& engine)
{
OIS::Keyboard* keyboard = engine.getKeyboard();
// This variable can be used to keep keys from repeating too fast.
static Ogre::Real toggleTimer = 0;
if (toggleTimer >= 0)
{
toggleTimer -= elapsedRealTime;
}
// Toggle GUI.
if (keyboard->isKeyDown(OIS::KC_G) && toggleTimer <= 0)
{
Ogre::Overlay* debugOverlay = Ogre::OverlayManager::getSingleton().
getByName("Verve/TrialNumber");
if (debugOverlay->isVisible())
{
debugOverlay->hide();
mAgentDebugger->setDisplayEnabled(false);
}
else
{
debugOverlay->show();
mAgentDebugger->setDisplayEnabled(true);
}
toggleTimer = 0.5;
}
}
示例7: frameStarted
bool frameStarted(const FrameEvent &evt)
{
// Fill Here ----------------------------------------------
if (mKeyboard->isKeyDown(OIS::KC_1))
mProfessorNode->setScale(1.0f, 1.0f, 1.0f);
else if (mKeyboard->isKeyDown(OIS::KC_2))
mProfessorNode->setScale(2.0f, 1.0f, 1.0f);
else if (mKeyboard->isKeyDown(OIS::KC_3))
mProfessorNode->setScale(3.0f, 1.0f, 1.0f);
else if (mKeyboard->isKeyDown(OIS::KC_E))
mProfessorNode->scale(1.01f, 1.0f, 1.0f);
else if (mKeyboard->isKeyDown(OIS::KC_I))
// 닌자 노드의 상속 노드를 설정
mNinjaNode->setInheritScale(!mNinjaNode->getInheritScale());
// --------------------------------------------------------
return true;
}
示例8: work
ret_code RTSState::work(const TimeDuration &elapsed)
{
injectCameraEvents();
OIS::Keyboard *keys = OgreContextManager::get()->getInputManager()->getKeyboard();
if (keys->isKeyDown(OIS::KeyCode::KC_F))
{
const TypeUnite *type = nullptr;
if (m_selectedUnitsCommands.availableBuilds().size() > 0)
{
type = *m_selectedUnitsCommands.availableBuilds().begin();
if(type != nullptr)
m_selectedUnitsCommands.addBuild(type, 1);
}
}
return ret_code::CONTINUE;
}
示例9: getInput
void GameState::getInput() {
if(!isPaused){
OIS::Keyboard* keyboard = OgreFramework::getSingletonPtr()->m_pKeyboard;
if (keyboard->isKeyDown(OIS::KC_Q)) {
physics->rotate(0, Ogre::Degree(3).valueRadians());
}
if (keyboard->isKeyDown(OIS::KC_E)) {
physics->rotate(0, Ogre::Degree(-3).valueRadians());
}
Ogre::Vector3 dir = PenguinNode->getOrientation() * Ogre::Vector3::UNIT_Z;
if (keyboard->isKeyDown(OIS::KC_W) || keyboard->isKeyDown(OIS::KC_UP)) {
physics->translate(0, 5.0f * dir[0], 0.0f, 5.0f * dir[2]);
}
if (keyboard->isKeyDown(OIS::KC_S) || keyboard->isKeyDown(OIS::KC_DOWN)) {
physics->translate(0, -5.0f * dir[0], 0.0f, -5.0f * dir[2]);
}
if (keyboard->isKeyDown(OIS::KC_A) || keyboard->isKeyDown(OIS::KC_LEFT)) {
physics->translate(0, 5.0f * dir[2], 0.0f, -5.0f * dir[0]);
}
if (keyboard->isKeyDown(OIS::KC_D) || keyboard->isKeyDown(OIS::KC_RIGHT)) {
physics->translate(0, -5.0f * dir[2], 0.0f, 5.0f * dir[0]);
}
if (keyboard->isKeyDown(OIS::KC_SPACE)) {
if(!graphics->getJumping() && physics->has_jumping()){
physics->applyForce(0, 0, 14000, 0);
graphics->playSound(0);
graphics->setJumping(true);
}
}
}
}
示例10: keyPressed
bool RenderState::keyPressed(const OIS::KeyEvent &keyEventRef)
{
OgreFramework* framework = OgreFramework::getSingletonPtr();
OIS::Keyboard* keyboard = framework->_keyboard;
OgreBites::SdkTrayManager* trayMgr = framework->_trayMgr;
OgreBites::SelectMenu* pMenu =
(OgreBites::SelectMenu*)trayMgr->getWidget("DisplayModeSelMenu");
if(_settingsMode == true)
{
if(keyboard->isKeyDown(OIS::KC_S))
{
if(pMenu->getSelectionIndex() + 1 < (int)pMenu->getNumItems())
pMenu->selectItem(pMenu->getSelectionIndex() + 1);
}
if(keyboard->isKeyDown(OIS::KC_W))
{
if(pMenu->getSelectionIndex() - 1 >= 0)
pMenu->selectItem(pMenu->getSelectionIndex() - 1);
}
if(keyboard->isKeyDown(OIS::KC_R))
{
steps = 20;
}
}
if(keyboard->isKeyDown(OIS::KC_ESCAPE))
{
// pushAppState(findByName("PauseState"));
exit();
return true;
}
if(keyboard->isKeyDown(OIS::KC_I))
{
if(_detailsPanel->getTrayLocation() == OgreBites::TL_NONE)
{
framework->_trayMgr->moveWidgetToTray(_detailsPanel,
OgreBites::TL_BOTTOMRIGHT,
0);
_detailsPanel->show();
}
else
{
framework->_trayMgr->removeWidgetFromTray(_detailsPanel);
_detailsPanel->hide();
}
}
if(keyboard->isKeyDown(OIS::KC_TAB))
{
_settingsMode = !_settingsMode;
return true;
}
if(_settingsMode && keyboard->isKeyDown(OIS::KC_RETURN) ||
keyboard->isKeyDown(OIS::KC_NUMPADENTER))
{
}
if(!_settingsMode || (_settingsMode && !keyboard->isKeyDown(OIS::KC_O)))
framework->keyPressed(keyEventRef);
return true;
}
示例11: processInputs
bool OgreAppLogic::processInputs(Ogre::Real deltaTime)
{
const Degree ROT_SCALE = Degree(40.0f);
const Real MOVE_SCALE = 5.0f;
Vector3 translateVector(Vector3::ZERO);
Degree rotX(0);
Degree rotY(0);
OIS::Keyboard *keyboard = mApplication->getKeyboard();
OIS::Mouse *mouse = mApplication->getMouse();
if(keyboard->isKeyDown(OIS::KC_ESCAPE))
{
return false;
}
//////// moves //////
// keyboard moves
if(keyboard->isKeyDown(OIS::KC_A))
translateVector.x = -MOVE_SCALE; // Move camera left
if(keyboard->isKeyDown(OIS::KC_D))
translateVector.x = +MOVE_SCALE; // Move camera RIGHT
if(keyboard->isKeyDown(OIS::KC_UP) || keyboard->isKeyDown(OIS::KC_W) )
translateVector.z = -MOVE_SCALE; // Move camera forward
if(keyboard->isKeyDown(OIS::KC_DOWN) || keyboard->isKeyDown(OIS::KC_S) )
translateVector.z = +MOVE_SCALE; // Move camera backward
if(keyboard->isKeyDown(OIS::KC_PGUP))
translateVector.y = +MOVE_SCALE; // Move camera up
if(keyboard->isKeyDown(OIS::KC_PGDOWN))
translateVector.y = -MOVE_SCALE; // Move camera down
if(keyboard->isKeyDown(OIS::KC_RIGHT))
rotX -= ROT_SCALE; // Turn camera right
if(keyboard->isKeyDown(OIS::KC_LEFT))
rotX += ROT_SCALE; // Turn camea left
rotX *= deltaTime;
rotY *= deltaTime;
translateVector *= deltaTime;
// mouse moves
const OIS::MouseState &ms = mouse->getMouseState();
if (ms.buttonDown(OIS::MB_Right))
{
translateVector.x += ms.X.rel * 0.003f * MOVE_SCALE; // Move camera horizontaly
translateVector.y -= ms.Y.rel * 0.003f * MOVE_SCALE; // Move camera verticaly
}
else
{
rotX += Degree(-ms.X.rel * 0.003f * ROT_SCALE); // Rotate camera horizontaly
rotY += Degree(-ms.Y.rel * 0.003f * ROT_SCALE); // Rotate camera verticaly
}
mCamera->moveRelative(translateVector);
mCamera->yaw(rotX);
mCamera->pitch(rotY);
return true;
}
示例12: processInput
void World::processInput()
{
using namespace OIS;
static Ogre::Timer timer;
static unsigned long lastTime = 0;
unsigned long currentTime = timer.getMilliseconds();
//Calculate the amount of time passed since the last frame
Real timeScale = (currentTime - lastTime) * 0.001f;
if (timeScale < 0.001f)
timeScale = 0.001f;
lastTime = currentTime;
//Get the current state of the keyboard and mouse
keyboard->capture();
mouse->capture();
const OIS::MouseState &ms = mouse->getMouseState();
//[NOTE] When the left mouse button is pressed, add trees
if (ms.buttonDown(MB_Left)){
//Choose a random tree rotation
Degree yaw = Degree(Math::RangeRandom(0, 360));
//Choose a random scale
Real scale = Math::RangeRandom(0.5f, 0.6f);
//Calculate a position
Ogre::Vector3 centerPos = camera->getPosition() + (camera->getOrientation() * Ogre::Vector3(0, 0, -50));
Radian rndAng = Radian(Math::RangeRandom(0, Math::TWO_PI));
Real rndLen = Math::RangeRandom(0, 20);
centerPos.x += Math::Sin(rndAng) * rndLen;
centerPos.z += Math::Cos(rndAng) * rndLen;
//And add the tree
treeLoader->addTree(myTree, centerPos, yaw, scale);
//[NOTE] Dynamic trees are very easy, as you can see. No additional setup is required for
//the dynamic addition / removal of trees to work. Simply call addTree(), etc. as needed.
}
//[NOTE] When the right mouse button is pressed, delete trees
if (ms.buttonDown(MB_Right)){
//Calculate a position in front of the camera
Ogre::Vector3 centerPos = camera->getPosition() + (camera->getOrientation() * Ogre::Vector3(0, 0, -50));
//Delete trees within 20 units radius of the center position
treeLoader->deleteTrees(centerPos, 20);
//[NOTE] Dynamic trees are very easy, as you can see. No additional setup is required for
//the dynamic addition / removal of trees to work. Simply call deleteTrees(), etc. as needed.
}
//Always exit if ESC is pressed
if (keyboard->isKeyDown(KC_ESCAPE))
running = false;
//Reload the scene if R is pressed
static bool reloadedLast = false;
if (keyboard->isKeyDown(KC_R) && !reloadedLast){
unload();
load();
reloadedLast = true;
}
else {
reloadedLast = false;
}
//Update camera rotation based on the mouse
camYaw += Radian(-ms.X.rel / 200.0f);
camPitch += Radian(-ms.Y.rel / 200.0f);
camera->setOrientation(Quaternion::IDENTITY);
camera->pitch(camPitch);
camera->yaw(camYaw);
//Allow the camera to move around with the arrow/WASD keys
Ogre::Vector3 trans(0, 0, 0);
if (keyboard->isKeyDown(KC_UP) || keyboard->isKeyDown(KC_W))
trans.z = -1;
if (keyboard->isKeyDown(KC_DOWN) || keyboard->isKeyDown(KC_S))
trans.z = 1;
if (keyboard->isKeyDown(KC_RIGHT) || keyboard->isKeyDown(KC_D))
trans.x = 1;
if (keyboard->isKeyDown(KC_LEFT) || keyboard->isKeyDown(KC_A))
trans.x = -1;
if (keyboard->isKeyDown(KC_PGUP) || keyboard->isKeyDown(KC_E))
trans.y = 1;
if (keyboard->isKeyDown(KC_PGDOWN) || keyboard->isKeyDown(KC_Q))
trans.y = -1;
//Shift = speed boost
if (keyboard->isKeyDown(KC_LSHIFT) || keyboard->isKeyDown(KC_RSHIFT))
trans *= 2;
trans *= 100;
camera->moveRelative(trans * timeScale);
//Make sure the camera doesn't go under the terrain
Ogre::Vector3 camPos = camera->getPosition();
float terrY = HeightFunction::getTerrainHeight(camPos.x, camPos.z);
if (camPos.y < terrY + 5 || keyboard->isKeyDown(KC_SPACE)){ //Space = walk
camPos.y = terrY + 5;
camera->setPosition(camPos);
//.........这里部分代码省略.........
示例13: WinMain
//.........这里部分代码省略.........
#if defined OIS_WIN32_PLATFORM
paramList.insert(pair<string, string>("w32_mouse", "DISCL_FOREGROUND"));
paramList.insert(pair<string, string>("w32_mouse", "DISCL_NONEXCLUSIVE"));
#elif defined OIS_LINUX_PLATFORM
paramList.insert(pair<string, string>("x11_mouse_grab", "false"));
paramList.insert(pair<string, string>("x11_mouse_hide", "false"));
#endif
OIS::InputManager* inputManager = OIS::InputManager::createInputSystem(paramList);
OIS::Keyboard* keyboard = static_cast<OIS::Keyboard*>(inputManager->createInputObject(OIS::OISKeyboard, false));
OIS::Mouse* mouse = static_cast<OIS::Mouse*>(inputManager->createInputObject(OIS::OISMouse, false));
const OIS::MouseState& ms = mouse->getMouseState();
ms.width = window.GetWidth();
ms.height = window.GetHeight();
#endif
//Renderer::GetInstance()->SetRenderFillMode(RENDER_MODE_WIREFRAME);
float splashForce = 0.1f;
float damping = 0.999f;
float maxHeight = 0.15f;
while (window.IsOpen()) {
WindowEvent windowEvent;
if (window.PollEvents(windowEvent)) {
}
// Poll the mouse if OIS is present
#ifdef OIS_AVAILABLE
keyboard->capture();
if (keyboard->isKeyDown(OIS::KC_ESCAPE)) {
break;
}
mouse->capture();
// If we clicked on the surface, get the point on the water plane and send it to the shader
// for it to compute the ripples
if (mouse->getMouseState().buttonDown(OIS::MB_Left)) {
Vector3 pos = Renderer::GetInstance()->ScreenToWorldPoint(Vector2((float)mouse->getMouseState().X.abs, (float)mouse->getMouseState().Y.abs));
// Transform the position into the range [0, 1] so that we can map it as texture coordinates of the water plane
// Because the water plane ranges from (-1, -1) to (1, 1), the transformation is trivial
Vector2 point;
point.y = pos.x / 2.0f + 0.5f;
point.x = pos.y / 2.0f + 0.5f;
if (point.x >= 0.0f && point.y >= 0.0f && point.x <= 1.0f && point.y <= 1.0f) {
//waterShader->SetUniformVector2("disturbancePoint", pos.x, pos.y);
/*
size_t i = (size_t) min(maxf(point.x * NUM_VERTICES, 1), NUM_VERTICES - 1);
size_t j = (size_t) minsf(maxf(point.y * NUM_VERTICES, 1), NUM_VERTICES - 1);
size_t idx = i * NUM_VERTICES + j;
buffer[idx].z = splashForce;
buffer[idx + 1].z = splashForce;
buffer[idx - 1].z = splashForce;
buffer[(i + 1) * NUM_VERTICES + j].z = splashForce;
buffer[(i - 1) * NUM_VERTICES + j].z = splashForce;
buffer[(i + 1) * NUM_VERTICES + j + 1].z = splashForce;
buffer[(i + 1) * NUM_VERTICES + j - 1].z = splashForce;
buffer[(i - 1) * NUM_VERTICES + j + 1].z = splashForce;
示例14: handleInput
void handleInput(Ogre::Real elapsedRealTime)
{
// This variable can be used to keep keys from repeating too fast.
static Ogre::Real toggleTimer = 0;
if (toggleTimer >= 0)
{
toggleTimer -= elapsedRealTime;
}
OIS::Keyboard* keyboard = gEngine.getKeyboard();
if (keyboard->isKeyDown(OIS::KC_W))
{
gCar->forward();
}
else if (keyboard->isKeyDown(OIS::KC_S))
{
gCar->reverse();
}
else
{
gCar->idle();
}
if (keyboard->isKeyDown(OIS::KC_A))
{
gCar->setSteering(-1);
}
else if (keyboard->isKeyDown(OIS::KC_D))
{
gCar->setSteering(1);
}
else
{
gCar->setSteering(0);
}
// If available, get data from the game controller.
if (gGamePad)
{
// Update the game controller state.
SDL_JoystickUpdate();
Ogre::Real joy0X = (Ogre::Real)SDL_JoystickGetAxis(gGamePad, 0) /
(Ogre::Real)32768;
Ogre::Real joy0Y = (Ogre::Real)SDL_JoystickGetAxis(gGamePad, 1) /
(Ogre::Real)32768;
Ogre::Real joy1X = (Ogre::Real)SDL_JoystickGetAxis(gGamePad, 4) /
(Ogre::Real)32768;
Ogre::Real joy1Y = (Ogre::Real)SDL_JoystickGetAxis(gGamePad, 3) /
(Ogre::Real)32768;
if (fabs(joy0Y) > 0.1)
{
gCar->setThrottle(-joy0Y);
}
else
{
gCar->idle();
}
if (fabs(joy0X) > 0.1)
{
gCar->setSteering(joy0X);
}
else
{
gCar->setSteering(0);
}
if (joy1X > 0.2 || joy1X < -0.2)
{
Ogre::Degree rotAroundY = -Ogre::Degree(joy1X);
gEngine.getCamera()->yawRelative(rotAroundY.valueDegrees());
}
if (joy1Y > 0.2 || joy1Y < -0.2)
{
Ogre::Degree rotAroundX = -Ogre::Degree(joy1Y);
gEngine.getCamera()->pitchRelative(rotAroundX.valueDegrees());
}
}
// Toggle GUI.
if (keyboard->isKeyDown(OIS::KC_G) && toggleTimer <= 0)
{
Ogre::Overlay* debugOverlay = Ogre::OverlayManager::getSingleton().
getByName("Verve/Debug");
if (debugOverlay->isVisible())
{
debugOverlay->hide();
gAgentDebugger->setDisplayEnabled(false);
}
else
{
debugOverlay->show();
gAgentDebugger->setDisplayEnabled(true);
}
//.........这里部分代码省略.........
示例15: DoControll
bool PerspectiveController::DoControll( float a_timeSinceLastFrame)
{
Ogre::Vector3 transVector = Ogre::Vector3::ZERO;
m_gameView->UpdateInput();
OIS::Keyboard *keyEvent = m_gameView->GetKeyEvent();
Ogre::Vector2 mouseInput = m_gameView->GetMouseMovement();
bool updateCamera = false;
m_time += a_timeSinceLastFrame;
if (keyEvent != NULL) {
if (m_time > 1000 && keyEvent->isKeyDown( OIS::KC_F1 )) {
m_time = 0;
m_gameSettings->SetGameState(GameSettings::GAME_STATE_DEBUG);
return false;
}
if ( keyEvent->isKeyDown( OIS::KC_E )) {
m_game->SpawnEnemy();
}
if ( keyEvent->isKeyDown( OIS::KC_R )) {
m_activeCamera->ResetOrientation();
}
if ( m_gameView->MouseLeftPressed()) {
if (m_game->CollisionAOE(m_mouseAnim->GetPosition(), m_mouseAnim->GetRadius(), true)) {
m_game->DamageEnemies(5, 0);
}
else if (m_game->IsMouseOverWeapon(m_mouseAnim->GetPosition(), m_mouseAnim->GetRadius())) {
m_player->SetActiveWeapon(m_game->GetSelectedWeaponAt(m_mouseAnim->GetPosition(), m_mouseAnim->GetRadius()));
m_gameSettings->SetGameView(GameSettings::GAME_VIEW_FIRST_PERSON);
m_time = 0;
return false;
}
}
}
// Flyttar player om transVector inte är "tom"
if (transVector != Ogre::Vector3::ZERO) {
m_player->Move( transVector, a_timeSinceLastFrame);
updateCamera = true;
}
// flyttar musen om musen rört på sig
if ( mouseInput != Ogre::Vector2::ZERO){
m_mouseAnim->MoveRelative(mouseInput, a_timeSinceLastFrame);
if (m_game->CollisionAOE(m_mouseAnim->GetPosition(), m_mouseAnim->GetRadius(), false)) {
m_mouseAnim->SetAboveEnemy();
}
else if (m_game->IsMouseOverWeapon(m_mouseAnim->GetPosition(), m_mouseAnim->GetRadius())) {
m_mouseAnim->SetAboveWeapon();
}
else {
m_mouseAnim->SetNoTarget();
}
updateCamera = true;
}
// Updaterar kameran..
if (updateCamera) {
m_activeCamera->Update( m_player->GetPosition(), m_player->GetWeaponOrientation(), mouseInput );
}
m_hudMgr->UpdateMoney(m_game->m_playerMoney);
m_gameView->Update( a_timeSinceLastFrame);
if (!m_game->Update( a_timeSinceLastFrame )) {
m_gameSettings->SetGameState(GameSettings::GAME_STATE_GAMEOVER);
return false;
}
return true;
}